Stats

There are six stats, based on the stats in Ragnarok Online, that the player can train as a character levels up. Different stats have different effects on different jobs, and the choice of stats will often affect each character's playstyle.

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Strength (STR) increases the maximum physical damage that characters can deal with physical attacks. At 30 STR, a character will do twice as much damage than at 1 STR. Strength plays a predominant role in the Swordman and Merchant classes. It also helps Acolytes who use special moves and normal attacks as their main offense, as well as allows Thieves to do more damage per hits. Arrow damage, however, is not affected by STR.

Agility (AGI) increases the character's evasion and speeds up its animations (running, jumping, falling, attacking, casting, etc). Many of the classes require 10 to 20 AGI to gain an A-button combo move. AGI is an important stat for Thieves and Magicians due to their low HP, but is useful even for Novices and Merchants, who are the slowest classes in the game.

Speed starts at 98%. The AGI bonus is 0.46% per point, or 23% per 50 AGI.

Dodge starts at 0%. The AGI bonus is 0.1% per AGI, or 10% at 100 AGI. Some attacks have double miss chance.

Vitality (VIT) increases the character's hit points (HP), HP recovery, defense against physical damage, resistance against status ailments such as Poison, and Super Armor. Swordmen has skills which are augmented by VIT, such as HP Recovery, Endure, and Moving HP Recovery. Any character who receives damage can make use of this stat.

Super Armor: Attacks with power below 30% of VIT will always activate Super Armor. Stronger attacks will activate Super Armor based on the ratio, so power = 60% of VIT will activate Super Armor half the time, while power = 90% of VIT will activate Super Armor 1/3 of the time.

Physical damage bonus: VIT also adds to the unit's physical damage, like STR/DEX, but with a much smaller effect. 0-99 VIT adds 0-10% to the melee/arrow damage multiplier.

Intelligence (INT) raises the magical attack power (useful for Magicians and Acolytes), and reduces the damage taken from spell defense. Also, every 16 points of INT raises the potency of the Acolyte's Heal spell. INT also affects maximum SP and SP recovery rate, which is useful for any class who's going to rely on spamming skills as often as possible.

Dexterity (DEX) increases the range of damage dealt by characters, whether melee, magical, or arrow. For Archers, DEX also determines the maximum damage dealt by their arrow attacks. For every 10 points of DEX, characters can also chain another attack into their strong attack combo.

At 0 DEX, characters deal 80%-100% damage. At 99 DEX, characters deal 100%-110% damage. The lower bound grows by 20% per 99 DEX, and the upper bound can't be smaller than 5% (149 DEX). Otherwise, the bounds are linear with respect to DEX.

Arrows deal 90% damage at 0 DEX, and 130% at 99 DEX, similar to magic damage. This is multiplicative with the random range above, so DEX factors into arrow damage twice. VIT is also a factor, adding 10% at 99 VIT.

Luck (LUK) raises critical chance and lucky dodge chance, according to the game manual. It also increases crit damage and decreases enemy crit chance. Although LUK is not a mandatory stat for most characters, specialized crit builds make use of the stat.

Crit chance: Minimum 1%. Every 1 LUK adds 0.5% to the crit chance. Crit chance is 50% at 99 LUK and 100% at 199 LUK, but there is some unknown condition for a unit to have less crit chance (by multiples of 5%).